CTESparks::Test
0x00b061a0 · 297 bytes · __thiscall
_ZN9CTESparks4TestERK6VectorRK6QAngle
Decompiled
undefined (3 params)
/* CTESparks::Test(Vector const&, QAngle const&) */
void __thiscall CTESparks::Test(CTESparks *this,Vector *param_1,QAngle *param_2)
{
float fVar1;
float fVar2;
float fVar3;
float local_38;
float local_34;
float local_30;
undefined **local_2c [8];
if (((*(float *)param_1 != *(float *)(this + 0xc)) ||
(*(float *)(param_1 + 4) != *(float *)(this + 0x10))) ||
(fVar1 = *(float *)(this + 0x14), fVar1 != *(float *)(param_1 + 8))) {
*(float *)(this + 0xc) = *(float *)param_1;
*(undefined4 *)(this + 0x10) = *(undefined4 *)(param_1 + 4);
fVar1 = *(float *)(param_1 + 8);
*(float *)(this + 0x14) = fVar1;
}
*(float *)(this + 0x14) = fVar1 + 24.0;
AngleVectors(param_2,(Vector *)&local_38);
local_30 = 0.0;
VectorNormalize((Vector *)&local_38);
fVar1 = local_38 * 100.0 + *(float *)(this + 0xc);
fVar3 = local_34 * 100.0 + *(float *)(this + 0x10);
fVar2 = local_30 * 100.0 + *(float *)(this + 0x14);
if (((*(float *)(this + 0xc) != fVar1) || (*(float *)(this + 0x10) != fVar3)) ||
(*(float *)(this + 0x14) != fVar2)) {
*(float *)(this + 0xc) = fVar1;
*(float *)(this + 0x10) = fVar3;
*(float *)(this + 0x14) = fVar2;
}
CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_2c);
local_2c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
/* try { // try from 00b0626b to 00b0626f has its CatchHandler @ 00b062d1 */
CRecipientFilter::AddAllPlayers((CRecipientFilter *)local_2c);
/* try { // try from 00b06281 to 00b06283 has its CatchHandler @ 00b062e3 */
(**(code **)(*(int *)this + 0x14))(this,(CRecipientFilter *)local_2c,0);
local_2c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_2c);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.